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Essentials - calling a spade a spade
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<blockquote data-quote="Scribble" data-source="post: 5286900" data-attributes="member: 23977"><p>I would say you're wrong, and here is why: (I didn't read the entire thread, so this might have been covered.)</p><p></p><p>One of the biggest reasons is nothing is being "replaced."</p><p></p><p>When 3.5 rolled out, for instance there was a new version of the Ranger designed to replace the old version. From that point forward any reference to the ranger considered this new class the starting point of ranger, and since it was given a boost in power, the math for the class going forward was based on the new class.</p><p></p><p>Sure you COULD play the old ranger in 3.5 but the game didn't consider this as default. It assumed you were playing the new 3.5 Ranger.</p><p></p><p>Contrast this to the Essentials release.</p><p></p><p>There classes released aren't designed to replace the old classes. They are designed to coexist along side of the already existing builds. </p><p></p><p>You could play a Knight or a Guardian Fighter side by side without any problems to the system "balance."</p><p></p><p>It's kind of akin to playing two different fighter builds in the same game.</p><p></p><p></p><p>A lot of it I think has to do with how the system as a whole is built. </p><p></p><p>The whole exception based thing- There are only a small amount a rules that really connect to each other in ways that will effect everyone playing the game. Most of the other rules are layered on top, and only really effect the game when they get put to use (and even then mostly only effecting the person using them or having them used on him.)</p><p></p><p>Since the game is built like this, they can layer on whole new concepts without effecting the basic game itself.</p><p></p><p>Since they felt a lot of people apparently weren't as in to the whole at-will, Encounter, Daily, power idea, they could layer on an entire subset of class builds that didn't follow that design as much, without effecting the classes that DID still use the power scheme.</p><p></p><p> The game now has another "on ramp" as they said in the podcast. It's not designed to replace the existing materials, just assume the bulk of duty towards introducing new players. (Who can then move into the exiting materials once they really get into the game.)</p><p></p><p></p><p></p><p>I would say start with essentials to give them a basic understanding of the concepts of gaming and 4e, and then once they gain experience in it open up the other 4e books.</p></blockquote><p></p>
[QUOTE="Scribble, post: 5286900, member: 23977"] I would say you're wrong, and here is why: (I didn't read the entire thread, so this might have been covered.) One of the biggest reasons is nothing is being "replaced." When 3.5 rolled out, for instance there was a new version of the Ranger designed to replace the old version. From that point forward any reference to the ranger considered this new class the starting point of ranger, and since it was given a boost in power, the math for the class going forward was based on the new class. Sure you COULD play the old ranger in 3.5 but the game didn't consider this as default. It assumed you were playing the new 3.5 Ranger. Contrast this to the Essentials release. There classes released aren't designed to replace the old classes. They are designed to coexist along side of the already existing builds. You could play a Knight or a Guardian Fighter side by side without any problems to the system "balance." It's kind of akin to playing two different fighter builds in the same game. A lot of it I think has to do with how the system as a whole is built. The whole exception based thing- There are only a small amount a rules that really connect to each other in ways that will effect everyone playing the game. Most of the other rules are layered on top, and only really effect the game when they get put to use (and even then mostly only effecting the person using them or having them used on him.) Since the game is built like this, they can layer on whole new concepts without effecting the basic game itself. Since they felt a lot of people apparently weren't as in to the whole at-will, Encounter, Daily, power idea, they could layer on an entire subset of class builds that didn't follow that design as much, without effecting the classes that DID still use the power scheme. The game now has another "on ramp" as they said in the podcast. It's not designed to replace the existing materials, just assume the bulk of duty towards introducing new players. (Who can then move into the exiting materials once they really get into the game.) I would say start with essentials to give them a basic understanding of the concepts of gaming and 4e, and then once they gain experience in it open up the other 4e books. [/QUOTE]
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